#include "ofGraphics.h"

#ifdef TARGET_OSX
	#include <OpenGL/glu.h>
#else
    #ifdef TARGET_LINUX
        #include "GL/glu.h"
    #else // win32
        #include "glu.h"
    #endif
#endif

#ifdef TARGET_LINUX
    #define CALLBACK
#endif

#include <vector>
    
//----------------------------------------------------------
// static
GLuint 			precachedCircle;
static float	drawMode 		= OF_FILLED;
static bool 	bSetupCircle 	= false;
float 			bgColor[4] 		= {0,0,0,0};
void 			setupCircle();
bool 			bSmoothHinted 	= false;
bool 			bBakgroundAuto  = true;
int 			cornerMode 		= OF_RECTMODE_CORNER;
int 			polyMode 		= OF_POLY_WINDING_ODD;

//----------------------------------------------------------
void  ofSetRectMode(int mode){
	if (mode == OF_RECTMODE_CORNER) 		cornerMode = OF_RECTMODE_CORNER;
	else if (mode == OF_RECTMODE_CENTER) 	cornerMode = OF_RECTMODE_CENTER;
}

//----------------------------------------------------------
int ofGetRectMode(){
	return 	cornerMode;
}

//----------------------------------------------------------
void ofSetBackgroundAuto(bool bAuto){
	bBakgroundAuto = bAuto;
}

//----------------------------------------------------------
bool ofbClearBg(){
	return bBakgroundAuto;
}

//----------------------------------------------------------
float * ofBgColorPtr(){
	return bgColor;
}

//----------------------------------------------------------
void ofBackground(int r, int g, int b){
	bgColor[0] = (float)r / (float)255.0f;
	bgColor[1] = (float)g / (float)255.0f;
	bgColor[2] = (float)b / (float)255.0f;
	bgColor[3] = 1.0f;
	// if we are in not-auto mode, then clear with a bg call...
	if (ofbClearBg() == false){
		glClearColor(bgColor[0],bgColor[1],bgColor[2], bgColor[3]);
		glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	}
}

//----------------------------------------------------------
void ofNoFill(){
	drawMode = OF_OUTLINE;
};

//----------------------------------------------------------
void ofFill(){
	drawMode = OF_FILLED;
};

//----------------------------------------------------------
void startSmoothing();
void startSmoothing(){
		glPushAttrib(GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT);
		glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
		glEnable(GL_LINE_SMOOTH);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}


//----------------------------------------------------------
void endSmoothing();
void endSmoothing(){
	glPopAttrib();
}

//----------------------------------------------------------
void setupCircle(){
	precachedCircle = glGenLists(1);
	glNewList(precachedCircle, GL_COMPILE);
	float angle = 0.0f;
	float angleAdder = M_TWO_PI / (float)CIRC_RESOLUTION;
	for (float i = 0; i < CIRC_RESOLUTION; i++){
		glVertex2f( cos(angle), sin(angle));
		angle += angleAdder;
	}
	glEndList();
	bSetupCircle = true;
}

//----------------------------------------------------------
void ofSetCircleResolution(int res){
	if (res > 1){
		precachedCircle = glGenLists(1);
		glNewList(precachedCircle, GL_COMPILE);
		float angle = 0.0f;
		float angleAdder = M_TWO_PI / (float)res;
		for (float i = 0; i < res; i++){
			glVertex2f( cos(angle), sin(angle));
			angle += angleAdder;
		}
		glEndList();
		bSetupCircle = true;
	}
}


//----------------------------------------------------------
void ofTriangle(float x1,float y1,float x2,float y2,float x3, float y3){


	// use smoothness, if requested:
	if (bSmoothHinted && drawMode == OF_OUTLINE) startSmoothing();

	// draw:
	glBegin( (drawMode == OF_FILLED) ? GL_TRIANGLES : GL_LINE_LOOP);
		glVertex2f(x1,y1);
		glVertex2f(x2,y2);
		glVertex2f(x3,y3);
	glEnd();

	// back to normal, if smoothness is on
	if (bSmoothHinted && drawMode == OF_OUTLINE) endSmoothing();
}

//----------------------------------------------------------
void ofCircle(float x,float y, float radius){

	if (!bSetupCircle) setupCircle();

	// use smoothness, if requested:
	if (bSmoothHinted && drawMode == OF_OUTLINE) startSmoothing();

	// draw:
	glPushMatrix();
		glTranslatef(x, y, 0);
		glScalef(radius, radius, 1);
		glBegin( (drawMode == OF_FILLED) ? GL_POLYGON : GL_LINE_LOOP);
		glCallList(precachedCircle);
		glEnd();
	glPopMatrix();

	// back to normal, if smoothness is on
	if (bSmoothHinted && drawMode == OF_OUTLINE) endSmoothing();

}

//----------------------------------------------------------
void ofEllipse(float x, float y, float width, float height){

	if (!bSetupCircle) setupCircle();

	// use smoothness, if requested:
	if (bSmoothHinted && drawMode == OF_OUTLINE) startSmoothing();

	// draw:
	glPushMatrix();
		glTranslatef(x, y, 0);
		glScalef(width, height, 1);
		glBegin( (drawMode == OF_FILLED) ? GL_POLYGON : GL_LINE_LOOP);
		glCallList(precachedCircle);
		glEnd();
	glPopMatrix();

	// back to normal, if smoothness is on
	if (bSmoothHinted && drawMode == OF_OUTLINE) endSmoothing();
}

//----------------------------------------------------------
void ofLine(float x1,float y1,float x2,float y2){

	// use smoothness, if requested:
	if (bSmoothHinted) startSmoothing();

	// draw:
	glBegin( GL_LINES );
		glVertex2f(x1,y1);
		glVertex2f(x2,y2);
	glEnd();

	// back to normal, if smoothness is on
	if (bSmoothHinted) endSmoothing();

}

//----------------------------------------------------------
void ofRect(float x,float y,float w,float h){

	// use smoothness, if requested:
	if (bSmoothHinted && drawMode == OF_OUTLINE) startSmoothing();

	if (cornerMode == OF_RECTMODE_CENTER){
		glBegin( (drawMode == OF_FILLED) ? GL_QUADS : GL_LINE_LOOP);
		glVertex2f(x-w/2,y-h/2);
		glVertex2f(x+w/2,y-h/2);
		glVertex2f(x+w/2,y+h/2);
		glVertex2f(x-w/2,y+h/2);
		glEnd();
	} else {
		glBegin( (drawMode == OF_FILLED) ? GL_QUADS : GL_LINE_LOOP);
		glVertex2f(x,y);
		glVertex2f(x+w,y);
		glVertex2f(x+w,y+h);
		glVertex2f(x,y+h);
		glEnd();
	}
	// use smoothness, if requested:
	if (bSmoothHinted && drawMode == OF_OUTLINE) endSmoothing();
}


//----------------------------------------------------------
void ofCurve(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3){


	int resolution = 20;

	float t,t2,t3;
	float x,y;

	ofBeginShape();

	for (int i = 0; i < resolution; i++){

		t 	=  (float)i / (float)(resolution-1);
		t2 	= t * t;
		t3 	= t2 * t;

		x = 0.5f * ( ( 2.0f * x1 ) +
		( -x0 + x2 ) * t +
		( 2.0f * x0 - 5.0f * x1 + 4 * x2 - x3 ) * t2 +
		( -x0 + 3.0f * x1 - 3.0f * x2 + x3 ) * t3 );

		y = 0.5f * ( ( 2.0f * y1 ) +
		( -y0 + y2 ) * t +
		( 2.0f * y0 - 5.0f * y1 + 4 * y2 - y3 ) * t2 +
		( -y0 + 3.0f * y1 - 3.0f * y2 + y3 ) * t3 );

		ofVertex(x,y);
	}

	ofEndShape();
}


//----------------------------------------------------------
void ofBezier(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3){


	float   ax, bx, cx;
    float   ay, by, cy;
    float   t, t2, t3;
    float   x, y;

    // polynomial coefficients
    cx = 3.0f * (x1 - x0);
    bx = 3.0f * (x2 - x1) - cx;
    ax = x3 - x0 - cx - bx;

    cy = 3.0f * (y1 - y0);
    by = 3.0f * (y2 - y1) - cy;
    ay = y3 - y0 - cy - by;


    int resolution = 20;

    ofBeginShape();
    for (int i = 0; i < resolution; i++){
    	t 	=  (float)i / (float)(resolution-1);
    	t2 = t * t;
    	t3 = t2 * t;
		x = (ax * t3) + (bx * t2) + (cx * t) + x0;
    	y = (ay * t3) + (by * t2) + (cy * t) + y0;
    	ofVertex(x,y);
    }
    ofEndShape();


}




//----------------------------------------------------------
void ofSetColor(int _r, int _g, int _b){
	float r = (float)_r / 255.0f; r = MAX(0,MIN(r,1.0f));
	float g = (float)_g / 255.0f; g = MAX(0,MIN(g,1.0f));
	float b = (float)_b / 255.0f; b = MAX(0,MIN(b,1.0f));
	glColor3f(r,g,b);
}


//----------------------------------------------------------
void ofSetColor(int _r, int _g, int _b, int _a){
	float r = (float)_r / 255.0f; r = MAX(0,MIN(r,1.0f));
	float g = (float)_g / 255.0f; g = MAX(0,MIN(g,1.0f));
	float b = (float)_b / 255.0f; b = MAX(0,MIN(b,1.0f));
	float a = (float)_a / 255.0f; a = MAX(0,MIN(a,1.0f));

	glColor4f(r,g,b,a);
}

//----------------------------------------------------------
void ofSetColor(int hexColor){
	int r = (hexColor >> 16) & 0xff;
	int g = (hexColor >> 8) & 0xff;
	int b = (hexColor >> 0) & 0xff;
	ofSetColor(r,g,b);
}

//----------------------------------------------------------
void ofEnableAlphaBlending(){
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}

//----------------------------------------------------------
void ofDisableAlphaBlending(){
	glDisable(GL_BLEND);
}


//----------------------------------------------------------
void ofEnableSmoothing(){
	// please see:
	// http://www.opengl.org/resources/faq/technical/rasterization.htm
	bSmoothHinted = true;
}

//----------------------------------------------------------
void ofDisableSmoothing(){
	bSmoothHinted = false;
}



//--------------------------------------------------
void ofDrawBitmapString(string textString, float x, float y){

	//---------------------------------------------------
	// 	for now this is fixed to the 8_BY_13 glut character
	//	http://pyopengl.sourceforge.net/documentation/manual/glutBitmapCharacter.3GLUT.html
	//---------------------------------------------------

	int len = (int)textString.length();
	float yOffset = 0;
	float fontSize = 8.0f;
	glRasterPos2f(x,y);
	bool bOrigin = false;
	for(int c = 0; c < len; c++)
	{
		if(textString[c] == '\n')
		{

			yOffset += bOrigin ? -1 : 1 * (fontSize*1.7);
			glRasterPos2f(x,y + (int)yOffset);
		} else if (textString[c] >= 32){
			// < 32 = control characters - don't draw
			// solves a bug with control characters
			// getting drawn when they ought to not be
			glutBitmapCharacter(GLUT_BITMAP_8_BY_13, textString[c]);
		}
	}
}

//----------------------------------------------------------
void ofSetupScreen(){

	int w, h;

	w = glutGet(GLUT_WINDOW_WIDTH);
	h = glutGet(GLUT_WINDOW_HEIGHT);

	float halfFov, theTan, screenFov, aspect;
	screenFov 		= 60.0f;

	float eyeX 		= (float)w / 2.0;
	float eyeY 		= (float)h / 2.0;
	halfFov 		= PI * screenFov / 360.0;
	theTan 			= tanf(halfFov);
	float dist 		= eyeY / theTan;
	float nearDist 	= dist / 10.0;	// near / far clip plane
	float farDist 	= dist * 10.0;
	aspect 			= (float)w/(float)h;

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(screenFov, aspect, nearDist, farDist);
	gluLookAt(eyeX, eyeY, dist,
	eyeX, eyeY, 0.0, 0.0, 1.0, 0.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();


	glScalef(1, -1, 1);           // invert Y axis so increasing Y goes down.
  	glTranslatef(0, -h, 0);       // shift origin up to upper-left corner.
}


//-------------- polygons ----------------------------------
//
// to do polygons, we need tesselation
// to do tesselation, we need glu and callbacks....
// ------------------------------------
// one of the callbacks creates new vertices (on intersections, etc),
// and there is a potential for memory leaks
// if we don't clean up properly
// ------------------------------------
// also the easiest system, using beginShape
// vertex(), endShape, will also use dynamically
// allocated memory
// ------------------------------------
// so, therefore, we will be using a static vector here
// for two things:
//
// a) collecting vertices
// b) new vertices on combine callback
//
// important note!
//
// this assumes single threaded polygon creation
// you can have big problems if creating polygons in
// multiple threads... please be careful
//
// (but also be aware that alot of opengl code
// is single threaded anyway, so you will have problems
// with many things opengl related across threads)
//
// ------------------------------------
// (note: this implementation is based on code from ftgl)
// ------------------------------------

//---------------------------- for combine callback:
std::vector <double*> newVectrices;
//---------------------------- store all the polygon vertices:
std::vector <double*> polyVertices;
//---------------------------- and for curve vertexes, since we need 4 to make a curve
std::vector <double*> curveVertices;

static int 				currentStartVertex = 0; 

// what is the starting vertex of the shape we are drawing
// this allows multi contour polygons;

static GLUtesselator * tobj = NULL;
static bool tessInited = false;
static GLdouble point[3];


void CALLBACK tessError(GLenum);
void CALLBACK tessVertex( void* data);
void CALLBACK tessCombine( GLdouble coords[3], void* vertex_data[4], GLfloat weight[4], void** outData);
void clearTessVertices();
void clearCurveVertices();


//----------------------------------------------------------
void CALLBACK tessError(GLenum errCode){
	const GLubyte* estring;
	estring = gluErrorString( errCode);
	fprintf( stderr, "ERROR : %s\n", estring);
}

//----------------------------------------------------------
void CALLBACK tessVertex( void* data){

	/*
	// we used to have an issue with nans, but
	// newer versions of glu fix that.
	// this is helpful code, so we leave it here
	// in case we need to debug in the future

	GLdouble *ptr;
	ptr = (GLdouble *) data;
	if (ptr[0] != ptr[0] ||
		ptr[1] != ptr[1]){
		printf("nan error in tessVertex %i \n");
		return;
	}
	*/

	glVertex3dv((GLdouble *) data);
}


//----------------------------------------------------------
void CALLBACK tessCombine( GLdouble coords[3], void* vertex_data[4], GLfloat weight[4], void** outData){
    double* vertex = new double[3];
    newVectrices.push_back(vertex);
    vertex[0] = coords[0];
    vertex[1] = coords[1];
    vertex[2] = coords[2];
    *outData = vertex;
}

//----------------------------------------------------------
void clearTessVertices(){
	// -------------------------------------------------
    // ---------------- delete newly created vertices !
     for(vector<double*>::iterator itr=polyVertices.begin();
        itr!=polyVertices.end();
        ++itr){
        delete [] (*itr);
    }
    polyVertices.clear();

    // combine callback also makes new vertices, let's clear them:
    for(vector<double*>::iterator itr=newVectrices.begin();
        itr!=newVectrices.end();
        ++itr){
        delete [] (*itr);
    }
    newVectrices.clear();
    // -------------------------------------------------

    clearCurveVertices();
    
    
    currentStartVertex = 0; 
}

//----------------------------------------------------------
void clearCurveVertices(){
	// combine callback also makes new vertices, let's clear them:
    for(vector<double*>::iterator itr=curveVertices.begin();
        itr!=curveVertices.end();
        ++itr){
        delete [] (*itr);
    }
    curveVertices.clear();
}

//----------------------------------------------------------
void ofSetPolyMode(int mode){
	switch (mode){
		case OF_POLY_WINDING_ODD:
			polyMode = OF_POLY_WINDING_ODD;
			break;
		case OF_POLY_WINDING_NONZERO:
			polyMode = OF_POLY_WINDING_NONZERO;
			break;
		case OF_POLY_WINDING_POSITIVE:
			polyMode = OF_POLY_WINDING_POSITIVE;
			break;
		case OF_POLY_WINDING_NEGATIVE:
			polyMode = OF_POLY_WINDING_NEGATIVE;
			break;
		case OF_POLY_WINDING_ABS_GEQ_TWO:
			polyMode = OF_POLY_WINDING_ABS_GEQ_TWO;
			break;
		default:
			printf("error in ofSetPolyMode\n");

	}
}

//----------------------------------------------------------
void ofBeginShape(){

	if (bSmoothHinted && drawMode == OF_OUTLINE) startSmoothing();

	// just clear the vertices, just to make sure that
	// someone didn't do something improper, like :
	// a) ofBeginShape()
	// b) ofVertex(), ofVertex(), ofVertex() ....
	// c) ofBeginShape()
	// etc...

	clearTessVertices();
	
	
	// now get the tesselator object up and ready: 
	
	tobj = gluNewTess();


	// --------------------------------------------------------
	// note: 	you could write your own begin and end callbacks
	// 			if you wanted to...
	// 			for example, to count triangles or know which
	// 			type of object tess is giving back, etc...
	// --------------------------------------------------------

	#if defined( TARGET_WIN32) || defined( TARGET_LINUX ) || defined( MAC_OS_X_VERSION_10_5 )
		gluTessCallback( tobj, GLU_TESS_BEGIN, (void(CALLBACK*)())&glBegin);
		gluTessCallback( tobj, GLU_TESS_VERTEX, (void(CALLBACK*)())&tessVertex);
		gluTessCallback( tobj, GLU_TESS_COMBINE, (void(CALLBACK*)())&tessCombine);
		gluTessCallback( tobj, GLU_TESS_END, (void(CALLBACK*)())&glEnd);
		gluTessCallback( tobj, GLU_TESS_ERROR, (void(CALLBACK*)())&tessError);
	#else
		// xcode / osx complained, so we write it the way that makes it happy:
		gluTessCallback( tobj, GLU_TESS_BEGIN, (void(CALLBACK*)(...))&glBegin);
		gluTessCallback( tobj, GLU_TESS_VERTEX, (void(CALLBACK*)(...))&tessVertex);
		gluTessCallback( tobj, GLU_TESS_COMBINE, (void(CALLBACK*)(...))&tessCombine);
		gluTessCallback( tobj, GLU_TESS_END, (void(CALLBACK*)(...))&glEnd);
		gluTessCallback( tobj, GLU_TESS_ERROR, (void(CALLBACK*)(...))&tessError);
	#endif


	gluTessProperty( tobj, GLU_TESS_WINDING_RULE, polyMode);

	if (drawMode == OF_OUTLINE){
		gluTessProperty( tobj, GLU_TESS_BOUNDARY_ONLY, true);
	} else {
		gluTessProperty( tobj, GLU_TESS_BOUNDARY_ONLY, false);
	}

	gluTessProperty( tobj, GLU_TESS_TOLERANCE, 0);

	/* ------------------------------------------
	for 2d, this next call (normal) likely helps speed up ....
	quote : The computation of the normal represents about 10% of
	the computation time. For example, if all polygons lie in
	the x-y plane, you can provide the normal by using the
	-------------------------------------------  */

	gluTessNormal(tobj, 0.0, 0.0, 1.0);
	gluTessBeginPolygon( tobj, NULL);
	
}

//----------------------------------------------------------
void ofVertex(float x, float y){
 	double* point = new double[3];
 	point[0] = x;
	point[1] = y;
	point[2] = 0;
 	polyVertices.push_back(point);


 	clearCurveVertices();	// we drop any "curve calls"
 							// once a vertex call has been made
 							// ie,
 							// you can't mix
 							// ofCurveVertex();
 							// ofCurveVertex();
 							// ofVertex();
 							// etc...
 							// and you need 4 calls
 							// to curve to see something...

}


//---------------------------------------------------
void ofCurveVertex(float x, float y){

	double* point = new double[3];
 	point[0] = x;
	point[1] = y;
	point[2] = 0;
 	curveVertices.push_back(point);

 	if (curveVertices.size() >= 4){

 		int startPos = (int)curveVertices.size() - 4;

 		float x0 = curveVertices[startPos + 0][0];
	   	float y0 = curveVertices[startPos + 0][1];
 		float x1 = curveVertices[startPos + 1][0];
	   	float y1 = curveVertices[startPos + 1][1];
 		float x2 = curveVertices[startPos + 2][0];
	   	float y2 = curveVertices[startPos + 2][1];
 		float x3 = curveVertices[startPos + 3][0];
	   	float y3 = curveVertices[startPos + 3][1];

 		int resolution = 20;

		float t,t2,t3;
		float x,y;

		for (int i = 0; i < resolution; i++){

			t 	=  (float)i / (float)(resolution-1);
			t2 	= t * t;
			t3 	= t2 * t;

			x = 0.5f * ( ( 2.0f * x1 ) +
			( -x0 + x2 ) * t +
			( 2.0f * x0 - 5.0f * x1 + 4 * x2 - x3 ) * t2 +
			( -x0 + 3.0f * x1 - 3.0f * x2 + x3 ) * t3 );

			y = 0.5f * ( ( 2.0f * y1 ) +
			( -y0 + y2 ) * t +
			( 2.0f * y0 - 5.0f * y1 + 4 * y2 - y3 ) * t2 +
			( -y0 + 3.0f * y1 - 3.0f * y2 + y3 ) * t3 );

			double* newPoint = new double[3];
			newPoint[0] = x;
			newPoint[1] = y;
			newPoint[2] = 0;
			polyVertices.push_back(newPoint);
		}
 	}

}

void ofBezierVertex(float x1, float y1, float x2, float y2, float x3, float y3){

	
	clearCurveVertices();	// we drop any stored "curve calls"


	// if, and only if poly vertices has points, we can make a bezier
	// from the last point

	// the resolultion with which we computer this bezier
	// is arbitrary, can we possibly make it dynamic?

	if (polyVertices.size() > 0){

		float x0 = polyVertices[polyVertices.size()-1][0];
		float y0 = polyVertices[polyVertices.size()-1][1];

		float   ax, bx, cx;
		float   ay, by, cy;
		float   t, t2, t3;
		float   x, y;

		// polynomial coefficients
		cx = 3.0f * (x1 - x0);
		bx = 3.0f * (x2 - x1) - cx;
		ax = x3 - x0 - cx - bx;

		cy = 3.0f * (y1 - y0);
		by = 3.0f * (y2 - y1) - cy;
		ay = y3 - y0 - cy - by;

		// arbitrary ! can we fix??
		int resolution = 20;

		for (int i = 0; i < resolution; i++){
			t 	=  (float)i / (float)(resolution-1);
			t2 = t * t;
			t3 = t2 * t;
			x = (ax * t3) + (bx * t2) + (cx * t) + x0;
			y = (ay * t3) + (by * t2) + (cy * t) + y0;
			ofVertex(x,y);
		}


	}


}

//----------------------------------------------------------
void ofNextContour(bool bClose){
	
	if ((bClose == true)){
		//---------------------------
		if (polyVertices.size() > currentStartVertex){
			
			double* point = new double[3];
	 		point[0] = polyVertices[currentStartVertex][0];
			point[1] = polyVertices[currentStartVertex][1];
			point[2] = 0;
	 		polyVertices.push_back(point);
 		}
	}
	
	
	if ((polyMode == OF_POLY_WINDING_ODD) && (drawMode == OF_OUTLINE)){

		// let's just draw via another method, like glLineLoop
		// much, much faster, and *no* tess / computation necessary
		glBegin(GL_LINE_STRIP);
		for (int i=currentStartVertex; i< polyVertices.size(); i++) {
	   		float x = polyVertices[i][0];
	   		float y = polyVertices[i][1];
	   		glVertex2f(x,y);
		}
		glEnd();

	} else {
	
		if ( tobj != NULL){
	      gluTessBeginContour( tobj);
			for (int i=currentStartVertex; i<polyVertices.size(); i++) {
	   			gluTessVertex( tobj, polyVertices[i],polyVertices[i]);
			}
			gluTessEndContour( tobj);
		}
   	}
   	
   	currentStartVertex = (int)polyVertices.size();

}


//----------------------------------------------------------
void ofEndShape(bool bClose){


	// (close -> add the first point to the end)
	// -----------------------------------------------

	if ((bClose == true)){
		//---------------------------
		if (polyVertices.size() > currentStartVertex){
			
			double* point = new double[3];
	 		point[0] = polyVertices[currentStartVertex][0];
			point[1] = polyVertices[currentStartVertex][1];
			point[2] = 0;
	 		polyVertices.push_back(point);
	 		
 		}
	}
	//------------------------------------------------



	if ((polyMode == OF_POLY_WINDING_ODD) && (drawMode == OF_OUTLINE)){

		// let's just draw via another method, like glLineLoop
		// much, much faster, and *no* tess / computation necessary

		glBegin(GL_LINE_STRIP);
		for (int i=currentStartVertex; i< polyVertices.size(); i++) {
	   		float x = polyVertices[i][0];
	   		float y = polyVertices[i][1];
	   		glVertex2f(x,y);
		}
		glEnd();

	} else {

		if ( tobj != NULL){
	    	gluTessBeginContour( tobj);
			for (int i=currentStartVertex; i<polyVertices.size(); i++) {
	   			gluTessVertex( tobj, polyVertices[i],polyVertices[i]);
			}
			gluTessEndContour( tobj);
		}
   	}
	
	
	if ( tobj != NULL){
		// no matter what we did / do, we need to delete the tesselator object
		gluTessEndPolygon( tobj);
		gluDeleteTess( tobj);
		tobj = NULL;
	}
	
   	// now clear the vertices on the dynamically allocated data
   	clearTessVertices();
   	
   	if (bSmoothHinted && drawMode == OF_OUTLINE) endSmoothing();

}

